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KBattleFront XP - Printable Version

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KBattleFront XP - kyonides - 06-06-2023

KBattleFront XP
Version 0.11.0

by Kyonides

Introduction

This is an Animated Front View & Side View Battle System!

After reading a couple of threads where people complained about fellow scripter's battle system, I decided that I could give it a chance. The GUI is almost done based on my first impression of those scripts' interface.

  1. Status window becomes pretty much static, it doesn't move at all, and does update the data in a timely fashion.
    It includes actors' faces, names and gauges.
  2. New actor menu on the top of the screen.
    It uses icons and a label to tell you what's the command currently in display. Any actor can trigger the escape feature, but it might abort the battle at once. Please don't abuse of that poor feature! :P

The script is almost Plug n Play, except for the 2 Constants I've included there. They're very simple to handle.

Just order the commands the way you like it and pick their icon indexes and that's it, guys! :D

Screenshots

Here you can take a look at its default settings.

List of Scripts Included in the RMXP Port
  • KWeaponDamage
  • Skill Roulette

XP Version

Code:
# * KBattleFront XP * #
#   Scripter : Kyonides Arkanthes

# This script sought to implement some of the features I have found in other
# EarthBound Battle Systems but not anymore. Now it is just an old fashion
# Front View Battle System with battlers visible on screen.

# * KBattleFront Script Calls * #

# - Change the way the Actors will place on screen
#   Options: 0 - Above their Status Windows, 1 - Centered, 2 - Sideview
# $game_system.formation_type = Option

# - Set a Battle Start Type
# $game_system.surprise_battle!
# $game_system.preemptive_battle!

# - Alter a given Skill's SP Cost for a specific Actor
#   = equal assigns a Number
#   += or -= will increase or decrease its value by that Number.
# $game_actors[Actor_ID].alter_sp_cost = Number
# $game_party.actors[ActorIndex].alter_sp_cost = Number

module KBattleFront
  module ActorAsBattler
    UPPER_Y = 160
    LOWER_Y = 28
    POSITION_OFFSET_Y = 12
    # Formation Types: 0 - Above Status Windows, 1 - Centered, 2 - Sideview
    START_FORMATION_TYPE = 0
  end

  module Alert
    SURPRISE_PREEMPTIVE_PERCENT = 10
    FRAMES_TOTAL = 20
    # Type :Symbol => "Filename", etc.
    START_TYPE_PICTURES = {
      :surprise => "surprise attack",
      :preemptive => "preemptive attack"
    }
  end

  module Command
    NAME_FONT_SIZE = 26
    NAME_XY = [480, 20]
    ORDER = [:attack, :skill, :guard, :item, :escape]
    # Command Symbol => ["Command Name", "Icon"]
    NAMES_ICONS = {
      :attack => ["Attack", "001-Weapon01"],
      :skill  => ["Skill", "044-Skill01"],
      :guard  => ["Guard", "009-Shield01"],
      :item   => ["Item", "032-Item01"],
      :escape => ["Escape", "020-Accessory05"]
    }
    CUSTOM_CLASS_SKILL_NAMES = {
      2 => "Technique",
      7 => "Blessing",
      8 => "Spell"
    }
  end

  module SkillAnime
    JUMP_FRAMES = 24
    GUARD_ANIME = 65
    DELAY_SKILL = 90
    DELAY_STATE = 17
    EMPTY_COMMON_EVENT = 1
    CASTING_SPELL = "Preparing %s"
  end
  DISPLAY_FACES = true
  STATE_ICONS = {
    1 => "046-Skill03", 2 => "050-Skill07", 3 => "Poison"
  }
  STATE_ICONS.default = "None"


Terms & Conditions

Free for use in any game.
Don't ever ask me to port it to any other Maker!
Don't drink coffee for a whole week before using it! Laughing + Tongue sticking out
That's it!


RE: KEarthBound VX - kyonides - 06-06-2023

The Bound Battle System Has Been Updated!

And I've come back to offer you a screenshot of how it actually works. Grinning

[Image: attachment.php?aid=1850]

Happy with a sweat OK, it's crystal clear that they weren't going through their best moment, but they were able to run away! Grinning
Well, at least they tried once. Laughing
Even so, you gotta be Orson courageous enough as to turn your back on the Wizard Witch enemy in order to escape from such a nefarious predicament. Tongue sticking out

Anyway, there's another screenshot on the main post that shows you how it looks like when they make a stand to Slayne Ghim Deedlit Orson fight the Dark Elf Golem enemy at all costs! Shocked


RE: KEarthBound VX - kyonides - 06-07-2023

Choose Your EarthBound Foe Wisely! Confused

Now you can also watch the current target sport a white flash and a sprite telling us its evil name! Shocked

[Image: attachment.php?aid=1851]

Don't worry pals! You won't ever pick the wrong target. Winking
Thinking Unless you ignore that your foe is more powerful than expected. Oops! Oops!

I've also included a link to a working demo! Grinning
You got 2 options, a lightweight demo or another one with the RTP included.



RE: KBattleFront - kyonides - 06-08-2023

Rebranded and Also Ported to RMXP!

Yes, my friends. I did change the name of my latest Battle System just in case it didn't resemble the old EarthBound game, especially because I don't wanna use those custom number sprites at all. Tongue sticking out

Even so, I decided that I could also port it to RMXP.
Guess what, guys! Shocked It's working seamlessly! Grinning

[Image: attachment.php?aid=1854]


If you also peak closely on the main post, you'll very soon notice that the characters on screen actually move the whole time. Shocked
Happy with a sweat Well, at least while they're in the Actor's Command Phase. Tongue sticking out


RE: KBattleFront - kyonides - 06-09-2023

There is No Good Reason For Frontview Battles to be Boring at All!

Ever since version 0.6.0 of KBattleFront XP, we have the option to actually watch the Slayne Deedlit Orson heroes move and even jump to hit their Ghost Snake Wizard targets! Shocked

And now the guard option can also have its own animation! Shocked

And I have brought you some darn convincing proves of it! Grinning

[Image: attachment.php?aid=1855]
[Image: attachment.php?aid=1856]



RE: KBattleFront - kyonides - 06-10-2023

Thread Update!

Besides changing the name of my battle system some time ago and uploading a couple of maintenance updates for RMXP, I've also discovered Detective that the download link was missing. Shocked
Don't worry, fellow gamers and developers! Grinning
It has now been fixed! Winking You can download the demos at any time! Two Thumbs Up!


RE: KBattleFront - kyonides - 06-10-2023

Now Actors Can Escape Individually!

We all know that RMXP only allowed the party to escape as a group and not as mere individuals with all their innate flaws. You know what, scratch that like right now! Shocked

That's no longer the case with KBattleFront XP! Grinning
Any of your heroes can now be a true Chicken chicken wuss!

Just like in old classics like Final Fantasy 6 where you could pick somebody like Terra or Locke to escape, leaving the comrades behind just because, now you can emulate them in this new installment! Two Thumbs Up!

KBFXP's Default Judgement of an Escaping Party is the following:

Either some people escaped or got killed, thus the battle gets aborted.

Happy with a sweat This might sound weird for some of you, but I'll see if I can add another option at least. Yeah, that would include a brand new Constant in the KBattleFront module for sure. Laughing


RE: KBattleFront - kyonides - 06-11-2023

Don't Get Surprised by the Surprise Attack!
Shocked

Starting from version 0.8.0, you can now get surprised by your bitter enemies. Witch Ghost 
Thinking Well, you also have a chance to preemptively attack them as well.
And yes, the images are customizable! Grinning
Oh and there is a way to change how the actors will be arranged on screen during battle! Winking
That battle formation feature is also available on RMVX ever since version 0.6.0.

[Image: attachment.php?aid=1857]
[Image: attachment.php?aid=1858]



RE: KBattleFront - kyonides - 06-11-2023

Did I Say My Script Was a Frontview Battle System!?
It is also a Sideview Battle System as well!
Shocked

This afternoon I managed to adapt my script to let it work swiftly as a Sideview Battle System and it has been a terrific success indeed! Two Thumbs Up!

Yes, I have got some nice proofs to demonstrate that it truly works as promised! Grinning

[Image: attachment.php?aid=1860]
[Image: attachment.php?aid=1861]

I also added a couple of extra Constants to make my script be even more Sculptor customizable than before. Winking


RE: KBattleFront - kyonides - 06-12-2023

Just Another Interesting Update!

This is a summary of the changes made to KBattleFront XP version 0.10.0 so far.

The Surprise and Preemptive Battles Can be Triggered Manually! Orson

Code:
$game_system.surprise_battle!
$game_system.preemptive_battle!

From now on, you can also Delay Casting Skills at will! Wizard
It may last the same amount of turns as its corresponding state.

Instructions

  1. What you need to do is creating an empty Common Event, a Delay State and a Delay Skill.
  2. Then go to the SkillAnime module and set the values of the EMPTY_COMMON_EVENT, DELAY_STATEDELAY_SKILL Constants accordingly.

You did it!? Shocked
Then start playtesting your game at once! Gamer 
[Image: attachment.php?aid=1862]
[Image: attachment.php?aid=1863]